143405a Applied Game Physics
Zuletzt geändert: | 14.12.2022 / von Carlsburg |
EDV-Nr: | 143405a |
Studiengänge: |
Computer Science and Media (Master), Prüfungsleistung im Modul Applied Game Physics
in Semester
1 2 3
Häufigkeit: W25/26 |
Dozent: | |
Sprache: | Deutsch und Englisch |
Art: | - |
Umfang: | 4 SWS |
ECTS-Punkte: | 5 |
Prüfungsform: | |
Bemerkung zur Veranstaltung: | Teilnehmerbeschränkung Unterrichtssprache Deutsch und Englisch |
Beschreibung: |
Theoretical Part
Practical Part
|
English Title: | Applied Game Physics |
English Abstract: | Game Physics is the art (and science) of realistically simulating the physical world inside a game. For about a decade now, Physics engines have become an important part of almost any modern game. They range from realistic environments like dust and debris flying around to physics puzzles and interactive game worlds that became key aspects for whole genres. The lecture consists of a theoretial and a practical part. In the the theoretical part, we will look at the basic equations of 2D and 3D rigid body dynamics and how they are solved within a physics engine. In the practice part (given by Andreas Stiegler), students will learn to build their own small 2D or 3D physics engine. For master students, there is no written exam. The requirement to earn the credit points will be realising your own advanced game physics project. |
Literatur: |
David Eberly, Game Physics, Morgan Kaufmann 2010 Ian Millington, Game Physics Engine Development, Morgan Kaufmann 2010 Weitere Literatur finden Sie in der HdM-Bibliothek. |
Internet: | Chris Hecker Game Physics Tutorial |